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this first video part one is a bit chatty as myself and {osg}Brodie were conversing but i managed to follow the tutorial as i say appologise for the swearing but it does work please follow to the word the end video of the in game demo was not showing up at all but i can assure you it works as there are comments made about what is needed in there. if there is anything else such as missing assets tht may not have been mentioned let me know and i will try to add them as an image to help you. You will see in my sidesnipe_final version and also =103=fishing_run map that this tut works. The second part will follow shortly.
https://www.youtube.com/watch?v=k0aez7ITyoo
This is the second part
converters can be found here
http://tom-crowley.co.uk/downloads/
http://tom-crowley.co.uk/downloads/

heres something i found out by accident not sure why it works but i think its to o with prefabs precaching everything.
ok i had a map giving me an out of memory error on our huge mod so heres what i did
simply start a new blank map
right click on 2D section of radiant and load your completed map as if it was a prefab
save it back over your map name and recompile
90% success rate

Ripping & Importing models in CoD4
Many guys asking me last few days how do i get mw2 models in my maps.Here is how.
This work on any other game that u want to rip off models.
http://youtu.be/DYb12dEKuoU

In my singleplayer game My problem is that my one of my enemy a.i actor won't go to the goal
node
that i placed for him. the player triggers 3 bad guys who ride in a
russian uaz jeep the 3rd guy is suppose to get out and go right to his
goal node but he sits there
There are plenty of path nodes spread about and i tested one of my hero

Hi there. I cannot find an xmodel that a friend used and cannot get in touch with him.Now he used "t5_veh_snowcat_body_c"(got name from IWD) and said it was in a BO1 pack from cfgfactory but it is not in any of the downloads I can find.
Does anyone know where this can be found ? It is a snow covered snow cat.
Anyone know where a larger BO1 xmodel rip is available ?
Thanks in Advance
Zeep

I hope someone can remember, I have tried and cannot. On the map I've been slacking on for over a year or 2 i think lol. I want to place a sound in the map that can be heard even while in spectate. I know I put the sound in the sound file and soundaliases but in the map? don't I need a node placed by the global intermission then high light both and press W to join them?
I also can't remember what kind of node? My mind is so lost right now, I figure it is best I start mapping again to keep my mind occupied. I have forgotten so much these days, I think I have aged 50 years in a week. :(
Thanks Guys,
DF

When i put custom models in my single player map they show up just fine
but when i make my Multiplayer map the custom models i put in the map
all show up white without there skins.
stock models show up fine though what's this all about?

when i placed my blackhawk chopper in my map i get this error:
script runtime error
assert fail:missing vehicle scripts,see above console prints
I have been stuck on this for hours search the web
came up with nothing.

HI GUYS IM BACK. lol
remember the green and white bus from bog and crossfire ?
well in another more recent cod game there was a pakistani style version maybe in sp. i remember ripping it a couple of years ago and i finally find a use for it and i cant find it .
it was basically the same as the bog bus but it was a deep redish brown in colour with tassels in the windows etc.
please can anyone remember where it was from or maybe even have the raws for it please.
thanks hopefully

Is there anybody out there?
Hey folks. So, I'm trying to make some large stone slabs for a map in CoD4.
First, I tried to make a prefab out of terrain patches, and it looked good enough, but I soon realized that there is a maximum number of terrain vertices allowed per world. I quickly exceeded that number with that method. So I started to recreate the rock model in blender. It worked fine, I managed to get it inside the game, but it doesn't look too good. The slab is about 256x256x16 units in size, it uses a 2048x2048 px material, but the material doesn't have enough resolution.
How do I properly UV unwrap large models? Can I use more than one uv map per model? Can I use bigger materials? How are large game assets set up?
Thanks in advance

Ok first off I did not write or create any of this, it was done by -=FD=-, I was asked to do this so here you are, I hope you have fun with it!
First copy and paste this into a note pad and name it: _breakglass.gsc and place it in raw/maps/mp
Next place this line in your maps main .gsc ( raw/maps/mp/your map )

reading an old post i found this script that worked when you press a button what i am after now is a trigger that works automaticaly when you enter an area any ideas and here is the script from the last post i am thinking it just needs modifying.
main()
{
thread sound();
}
sound()
{
trig = getent("sound_activate","targetname"); //calls the trigger
while(1)

i get an error when compilng the reflection probes not sure what the issue is but it comes up with a hunk allocation failed and gives me what the memory required is could it be the sound files ive used or something in the map ive used

ok this is hard to explain so i will try my best
here is a script for a trigger hurt on a scriptbrushmodel attached to a trigger use to make spikes come up and hurt you like a trap the issue doesnt crash the game but the error message i get once the script has finished is that it says linkto has already been enabled. can anyone figure how to stop this message and what to add to the script and where to add it in please. here is the script.
main()
{
thread lift8();
}
lift8()
{

here is my csv file for the door sounds to go with my trigger doors
pacedoor_open,10,misc/spacedoor1.wav,0.7,0.8,max,1,1,50 ,500,auto,streamed,,,,all_mp,,,,,,,,0.2,,,75,200,0 .65
spacedoor_close,10,misc/spacedoor2.wav,0.7,0.8,max,1,1,50 ,500,auto,streamed,,,,all_mp,,,,,,,,0.2,,,75,200,0 .65
here is the error message from game i have noticed the / \ not sure whats going on here.

hi this is probably been explained to death and i appologise if it has, but i can't find it any where. I need an fx where by it triggers when you enter a desired area i can add fx's but not sure of the script needed and what i need in radiant for this to be achieved.Thanks for any help given.

when i try to run the fx i get -fx is not an int at line 90 and other lines here are the two fx scripts can anyone tell me what it is im doing wrong or whether im missing something from radiant or the zone file thanks guys.
fx is:
main()
{
//rain and lightning

im looking for a stock texture called ship_outside_wall if anyone can find it that would be awsome. I have searched the iwd files in main but to no avail so im thinking that more than one pair of eyes would be better. many thanks.

Hello all. I recently downloaded some winter textures/decals from CFG and for the life of me cannot get them to show up in radiant! Now I have created my own before using asset_manager but the downloaded textures just will not show up.
Can someone tell me which folder to put them in as they are already in iwi form ( I put them in raw/images )
PS - when I download a map with custom textures in it and unpack the IWD can I use those "iwi's" contained in their image folder as well ?
Thanks in advance
'Zeep

ok some of you may have played my 360 sniper maps with the rotating lighthouses and bobbing platforms
my new map is similar but the buildings will be moving (thats the easy part)
getting the spawns to move with them on the other hand isnt any suggestions ?